Fixed indentation

This commit is contained in:
Robert Osfield
2010-01-05 11:10:21 +00:00
parent bbf1ef45ee
commit 79ba6dace4

View File

@@ -114,9 +114,9 @@ protected:
};
/// Possible options:
/// - noMatrixTransforms: set the plugin to apply matrices into the mesh vertices ("old behaviour") instead of restoring them ("new behaviour"). You may use this option to avoid a few rounding errors.
/// - checkForEspilonIdentityMatrices: if noMatrixTransforms is \b not set, then consider "almost identity" matrices to be identity ones (in case of rounding errors).
/// - restoreMatrixTransformsNoMeshes: makes an exception to the behaviour when 'noMatrixTransforms' is \b not set for mesh instances. When a mesh instance has a transform on it, the reader creates a MatrixTransform above the Geode. If you don't want the hierarchy to be modified, then you can use this option to merge the transform into vertices.
/// - noMatrixTransforms: set the plugin to apply matrices into the mesh vertices ("old behaviour") instead of restoring them ("new behaviour"). You may use this option to avoid a few rounding errors.
/// - checkForEspilonIdentityMatrices: if noMatrixTransforms is \b not set, then consider "almost identity" matrices to be identity ones (in case of rounding errors).
/// - restoreMatrixTransformsNoMeshes: makes an exception to the behaviour when 'noMatrixTransforms' is \b not set for mesh instances. When a mesh instance has a transform on it, the reader creates a MatrixTransform above the Geode. If you don't want the hierarchy to be modified, then you can use this option to merge the transform into vertices.
class ReaderWriter3DS : public osgDB::ReaderWriter
{
public:
@@ -408,7 +408,7 @@ osg::Node* ReaderWriter3DS::ReaderObject::processNode(StateSetMap drawStateMap,L
// Get mesh
Lib3dsMeshInstanceNode * object = (node->type == LIB3DS_NODE_MESH_INSTANCE) ? reinterpret_cast<Lib3dsMeshInstanceNode *>(node) : NULL;
Lib3dsMesh * mesh = lib3ds_file_mesh_for_node(f,node);
assert(!(mesh && !object)); // Node must be a LIB3DS_NODE_MESH_INSTANCE if a mesh exists
assert(!(mesh && !object)); // Node must be a LIB3DS_NODE_MESH_INSTANCE if a mesh exists
// Retreive LOCAL transform
static const osg::Matrix::value_type MATRIX_EPSILON = 1e-10;
@@ -432,18 +432,18 @@ osg::Node* ReaderWriter3DS::ReaderObject::processNode(StateSetMap drawStateMap,L
if (!noMatrixTransforms) {
// There can be a transform directly on a mesh instance (= as if a osg::MatrixTransform and a osg::Geode were merged together) in object->pos/rot/scl
if (!pivoted) {
meshMat = osg::Matrix::inverse(copyLib3dsMatrixToOsgMatrix(mesh->matrix));
meshMat = osg::Matrix::inverse(copyLib3dsMatrixToOsgMatrix(mesh->matrix));
} else {
meshMat = osg::Matrix::inverse(copyLib3dsMatrixToOsgMatrix(mesh->matrix)) * osg::Matrix::translate(-pivot);
}
}
else {
if (pivoted) {
meshMat = osg::Matrix::inverse(copyLib3dsMatrixToOsgMatrix(mesh->matrix)) * osg::Matrix::translate(-pivot) * copyLib3dsMatrixToOsgMatrix(node->matrix);
} else {
meshMat = osg::Matrix::inverse(copyLib3dsMatrixToOsgMatrix(mesh->matrix)) * copyLib3dsMatrixToOsgMatrix(node->matrix);
}
osgNodeMatrix = osg::Matrix::identity(); // Not sure it's useful, but it's harmless ;)
if (pivoted) {
meshMat = osg::Matrix::inverse(copyLib3dsMatrixToOsgMatrix(mesh->matrix)) * osg::Matrix::translate(-pivot) * copyLib3dsMatrixToOsgMatrix(node->matrix);
} else {
meshMat = osg::Matrix::inverse(copyLib3dsMatrixToOsgMatrix(mesh->matrix)) * copyLib3dsMatrixToOsgMatrix(node->matrix);
}
osgNodeMatrix = osg::Matrix::identity(); // Not sure it's useful, but it's harmless ;)
}
}
@@ -475,7 +475,7 @@ osg::Node* ReaderWriter3DS::ReaderObject::processNode(StateSetMap drawStateMap,L
group->addChild(processNode(drawStateMap,f,p));
}
} else {
assert(node->childs == NULL); // Else we must have a group to put childs into
assert(node->childs == NULL); // Else we must have a group to put childs into
}
// Handle mesh
@@ -1126,6 +1126,6 @@ bool ReaderWriter3DS::createFileObject(const osg::Node& node, Lib3dsFile * file3
if (!w.suceedLastApply())
return false;
w.writeMaterials();
return true; //w.good();
return true; //w.good();
}
#endif // ENABLE_3DS_WRITER